![]() Possibly even a little too gradual, but it’s too soon after the Early Access launch for me to get a proper grasp on that reception yet. Partially to provide a gradual introduction to what’s available and expand upon that. Admittedly, the game starts off more linear than it expands to be. Sometimes it’s good to do a little extra of something for experience, other times it’s good to do a little less to shave off time to spend on something else. The juggling between trying to focus on a certain thing while working with the limits is part of the intended design. Gameplay-wise though, that gets dull quickly. Mathematically speaking, training one skill 90% of life would be very strong for progression. Some more optional training related tasks are available later, though scarce. Things are indeed limited in how much you can train them. ![]() However, you will always be somewhat limited to what’s available to you in the world you’re exploring. ![]() Without spoiling too much, slight story-branching/paths happen. Make sure to check the “Automations tutorial” in the automations configuration tab (F1) for more detailed information about how automation priorities work!Īs for decision making, there’s definitely more interesting choices further in the story. Generally speaking though, I would recommend setting food to at least normal or higher priority. Alternatively, low priority can be used for manual-assist playstyles. If you set a food-type to low priority, make sure to at least set some exploration to low priority as well, so that it’ll actually gather that food once.
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